Quaternions

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Wigand
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Posts: 204
Joined: 21 May 2009, 17:38

Quaternions

Post by Wigand »

I searched a little in the net about quaternions and found some formulas to transfer Euler to
Quaternions and back.
For all the people who always want to use them, here is a scene with two cubes. :bananadrum:
The first cube is able to rotate. The objmatrix is connected to a script to transform the
Pitch, Roll and Yaw into quaternion matrix X,Y,Z,W. The next script in the chain transforms
it back to Pitch, Roll and Yaw.
Do what you want with these scripts. :bananahi:
Attachments
Quaternionen.zip
(114.1 KiB) Downloaded 273 times
froo
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Joined: 22 May 2009, 12:13

Re: Quaternions

Post by froo »

Very cool thank you Wigand! :D :bananacheers:
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bitkar
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Re: Quaternions

Post by bitkar »

what??? i have no idea what are you talking about... is it something from startrek series??
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
Wigand
Senior Chief Petty Officer
Posts: 204
Joined: 21 May 2009, 17:38

Re: Quaternions

Post by Wigand »

bitkar wrote:what??? i have no idea what are you talking about... is it something from startrek series??
Yes, you are right!

It is very useful if you want to rotate a warp field in a higher dimension.
If you only use 3 dimensions to calculate rotations you will get some serious problems. :geek:
DanX
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Location: Florida

Re: Quaternions

Post by DanX »

Remember that now the Quaternion has you not just the Matrix. "Neo".
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Shell1850
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Joined: 21 May 2009, 21:44

Re: Quaternions

Post by Shell1850 »

Thank You

Give me a week to understand it. Would believe a month.
Last edited by Shell1850 on 26 Aug 2010, 18:47, edited 1 time in total.
Shell1850
Chief Petty Officer
Posts: 135
Joined: 21 May 2009, 21:44

Re: Quaternions

Post by Shell1850 »

I converted the Quater2Euler to JScript.
Attachments
JSQuater2Euler.zip
(5.28 KiB) Downloaded 271 times

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